Capital Ships

Capital Ships are very large constructs, representing the warships and fortresses of AdEva. Like the other Constructs they have multiple hit locations with multiple wound pools as well as a merging of pilot and base characteristic.

Using a Capital Ship

Capital Ships gain a Full Action and a Reaction each turn, just like Evas or Superheavies, and can access almost all of the same actions. Unlike those, Capital Ships possess a small team of pilots instead of just one. Each pilot provides something different to the Ship, whether it be characteristics or talents or skills.

There are seven Pilot positions. (Note that some of these offer the same thing- this is intentional, and if it's a characteristic or a skill, take the highest value. Talents do not stack)

Captain. The Ship uses the Captain's Intelligence, Willpower and Fellowship characteristics and skills, as well as their Interpersonal, Mental and Support Talents. It also acts on the Captain's initiative. However, the Ship gets its own turn, it does not take one from the Captain if the Captain is a Director, which is common. The Ship can only benefit from the Captain's Fate Points.

Tactician. The Ship uses the Warfare Officer's WS, BS and Combat Talents. The Tactician must have the Operate skill.

Navigator. The Ship uses the Warfare Officer's Agility skills and Physical Talents. The Navigator must have the Operate (the specialisation of the Ship) skill.

Engineer. The Ship uses the Engineer's Intelligence characteristic and skills, and Physical Talents. The Engineer must have the Tech Use and Operate (the specialisation of the Ship) skill.

Coordinator. The Ship uses the Coordinator's Perception and Perception skills, as well as their Mental and Support Talents. The Coordinator must have the Awareness and Lore (Administration) skill.

Supervisor. If the Ship is ever called on to make a test against the "Boarding Assault", Raiding Assault", "Sabotage" Horde Abilities, or attempts to capture the Horde (for example, if it were a Fortress), the Security Officer may instead test Lore (Tactics) in its place. This is also valid against other sabotage-based or invasion-based actions at the GM's discretion. Requires the Lore (Tactics) skill.

Oracle. The Ship uses the Oracle's Synch Ratio, AT Disciplines and Talents. The Oracle must be an Evangelion pilot with an Eva possessing an Unlimited S2 Organ. Furthermore, not every Ship can have an Oracle- it requires a certain component.

Note that these Pilots do not act separately. The ship possesses a single Full Action and Reaction each turn, and it is assumed that the pilots' actions are all contributing to making this turn happen.

Generating a Ship

Generate Characteristics

Ships rely on their Pilots for most of their Characteristics, but Strength, Toughness and Agility are inherent to the Ship's 'Hull' (more on this later).

Ship Characteristics

WS

BS

Strength

Toughness

Agility

Intelligence

Perception

Willpower

Fellowship

Synch Ratio

Tactician

Tactician

Per Hull

Per Hull

Per Hull

Captain or Engineer

Coordinator

Captain

Captain

Oracle

Unlike Evas or Superheavies, Ships are more than just their pilots' abilities- they're also the work of hundreds or thousands of crew and computer systems as well. To reflect this, Ships possess a special mechanic for their Characteristics (bar Strength, Toughness and Agility) called a "Floor", which is a minimum number for a Characteristic that is inherited from a Pilot. If the Floor is higher than a Pilot's Characteristic, then the Ship uses the Floor instead.

Generic Ship enemies also use nothing but the Floor for their Characteristics, to save them being statted up.

Generate Vitals and Traits

Ships have multiple hit locations as well as wounds, but they work a little differently to Evas. SImply put, Ships' body parts are divided into "Hull" and "Components".

The Hull represents the bulk of the Ship. It has heavy wounds and AP, and also determines Strength, Toughness and Agility as well as some of the Ship's Traits. The Hull is the only part of the Ship that takes Critical Damage. Destroying the Hull of a Ship destroys the Ship.

Components represent special subsystems that are part of the ships. They have their own wound pools and AP separate from the Hull, and each Component provides a service to the Ship. When a Component runs out of wounds, it is 'Disabled', which incurs a permanent penalty to the Ship.

Whenever a Component is destroyed, it loses any benefits it provided, and also deals damage to the Ship's Hull equal to the Component's maximum Wound count, bypassing TB and AP. So if a Component has 20/20 wounds, and you deal 19 damage to it in Turn 3, it is down to 1/20 wounds and nothing happens. If you deal one more wound to it, however, it is Disabled, and it also deals 20 wounds to the Hull. Because Components are often more fragile than the Hull, this encourages attacking the Components over the Hull.

Characters may attack a Component as part of an attack action- they do not need to use the Called Shot action, they merely select the Component and roll the attack. However, the attack forfeits any bonuses to hit the Ship due to Size.

Attacks that are not called in this way always hit the Hull.

There are five types of Components:

Bridge. This represents the Ship's communications systems designed for command and control. Disabling this harms the Ship's ability to coordinate its allies and hit targets.

Cannons. This represents the Ship's heaviest conventional weaponry, providing it with extra attacks. Disabling this disables the weapon.

Engines. This represents the Ship's propulsion system. Disabling this cripples the Ship's movement and agility.

Sensors. This represents the Ship's external sensors. Disabling this harms the Ship's Perception.

S2 Chamber. Some Ships possess an S2 Chamber, into which an Evangelion is placed. This gives the Ship its own AT Field, giving it fearsome strategic utility. Disabling this disables the AT Field.

Superweapon. Some Ships possess a powerful super weapon, which can do horrendous damage. Disabling this disables the weapon.

Not all Hulls allow every type of Component.

A Ship's Hull and Components are all predetermined at generation by the GM.-- Back to Top --

Ship's Weapons

Apart from its Cannons and its Superweapon (if any), a Ship also has access to a single 'standard' weapon, which it can access at all times. This weapon is usually a Macrobattery, which represents the dozens of smaller turrets, missile launchers and ordinance that the Ship has studded across its entire hull. Ships always have access to their Macrobattery, which never runs out of ammo and cannot be disarmed or jammed.

Cannons represent the ship's largest weapons (outside of Superweapons). Whenever a Ship fires its standard weapon, it may as part of the same action fire its Cannon weapon and vice versa, range permitting.

Superweapons are unique and terrifying weapons that can only be mounted on Dreadnoughts. Using a Superweapon is a Full Action, and no other actions may be taken at the same time. They also usually have a penalty involved.

Hulls and Components

Below is a list of each Hull and Component used.

Hulls

Hulls

Name

Wounds

AP

Traits

Floors

Strength

Toughness

Agility

Operate Skill

Component Slots

Notes

Minifront

50

20

Machine, Size (8)

0 WS, 50 BS, 30 other

40

60

0

None

Bridge, Cannons, Sensors

Is stationary and cannot move. Counts as a Supply Port and MAGI. Doesn't die by destroying the Hull, but rather the Bridge.

Superfortress

70

30

Machine, Size (9)

0 WS, 55 BS, 30 other

40

80

0

None

Bridge, Cannons, Sensors

Is stationary and cannot move. Counts as a Supply Port and MAGI. Doesn't die by destroying the Hull, but rather the Bridge.

Naval Battleship

60

20

Machine, Size (7), Aquatic (3)

30 WS, 50 BS, 30 other

40

40

30

Naval

Bridge, Cannons, Engines, Sensors

-

Aircraft Carrier

60

15

Machine, Size (7), Aquatic (3)

30 WS, 30 BS, 40 other

40

30

30

Naval

Bridge, Engines, Sensors

Gains the Air Wing weapon instead of Macrobattery. Select one spent Advantage that derives from an Air Horde. You now regain that Advantage. Note that only one Advantage may be refreshed per battle, even if you have multiple units with Supply Crews.

Eva Carrier

70

20

Machine, Size (8), Aquatic (3)

30 WS, 40 BS, 40 other

40

50

30

Naval

Bridge, Engines, Sensors

Counts as a Supply Port and MAGI. Select one spent Advantage that derives from an Air Horde. You now regain that Advantage. Note that only one Advantage may be refreshed per battle, even if you have multiple units with Supply Crews. Macrobattery gains the Storm Quality.

Void Destroyer

60

20

Machine, Size (7), Amphibious (5), Hoverer (5), Flyer (5), Void (5)

40 WS, 50 BS, 40 other

40

40

50

Void

Bridge, Cannons, Engines, Sensors

-

Void Assault Carrier

70

30

Machine, Size (8), Amphibious (4), Hoverer (4), Flyer (4), Void (4)

50 WS, 50 BS, 40 other

50

60

40

Void

Bridge, Cannons, Engines, Sensors, S2 Chamber

Counts as a Supply Port and MAGI. Select one spent Advantage that derives from an Air Horde. You now regain that Advantage. Note that only one Advantage may be refreshed per battle, even if you have multiple units with Supply Crews. Macrobattery gains the Storm Quality.

Dreadnought

80

40

Machine, Size (9), Amphibious (3), Hoverer (3), Flyer (3), Void (3)

50 WS, 60 BS, 40 other

60

80

30

Void

Bridge, Cannons, Engines, Sensors, S2 Chamber, Superweapon

Counts as a Supply Port and MAGI. Select one spent Advantage that derives from an Air Horde. You now regain that Advantage. Note that only one Advantage may be refreshed per battle, even if you have multiple units with Supply Crews. Macrobattery gains the Storm Quality.

Ship gains the AT Cannon weapon, which when fired disables the Oracle for 2 rounds. Gains the Positron Drill, which has two modes: Basic and Super. Basic mode simply replaces Ship Ramming. Super mode deals more damage, but the Ship can do nothing but half moves and disengages for the next two rounds after.

Everything within 1d5km, including the Ship, take 2d10E P20 Positron Tearing quality damage to the body.

-

Doomsday Cannon

Dreadnought

20

20

Ship gains the Doomsday Cannon. After being fired, the Ship can do nothing but Half Moves and Disengages for the next two rounds.

Everything within 1d5km, including the Ship, take 4d10E P10 Positron quality damage to the body.

-

Graviton Cannon

Dreadnought

20

20

Ship gains the Graviton Cannon. After being fired, the Ship can do nothing but Half Moves and Disengages for the next two rounds.

Everything within 1d5km takes 2d10 P5 Graviton damage, and a Vortex of the same radius is generated on the spot, lasting for 1d5 rounds.

Ships and Defeat

As Ships near defeat, the situation becomes ever more tense, and a captain may be forced to take desperate measures.

To reflect this, Ships have available two special actions: Abandon Ship and Self Destruct.

Abandon Ship is a Full Action, done on the Ship's turn. The crew flee for the VTOLs, lifeboats and escape pods, teeming away from the ship in their hundreds or thousands. The pilots (and anyone else on the ship) all escape to safety, and the Ship does nothing on its following turns, and a boarding action instantly captures it. If the Ship has an Oracle derived from an Eva, and the S2 Chamber wasn't disabled, the Eva now appears next to the Ship, ready to fight (but without weapons). Abandoning Ship does not pause the Self Destruct countdown (see below).

Self Destruct is also a Full Action. The captain designates a number of turns, at least 1. The Ship then continues acting normally, but at the end of each turn the timer ticks down by 1. Once the timer ticks down to 0, the ship explodes, and everything within Size-4 km takes a single hit, as though they'd been struck once by the Ship's most powerful weapon. This attack, however, maximises all damage die results. Anyone still on the ship when it explodes dies (unless through truly exceptional circumstances!). Self Destructs can be interrupted by successfully boarding and capturing the Ship, or possibly through social skills or mind control if the crew is still on board. Destroying a Ship provides a 50% chance (reduced by 1 per Critical Damage done to the Hull) of aborting the Self Destruct; otherwise the downed ship still self destructs afterwards.

Ships also take Critical Damage (but only to the Hull; Components are disabled at 0 wounds.). This works as normal. Consult the chart below.

Critical Damage

Effect

1

The ship's hapless crew are tossed about violently. The Ship takes a Toughness test; on a failure, the Ship (and all Pilots, if valid) take 1 rank of fatigue, +1 per DoF.

2

A critical computer system is destroyed, damaging the Ship's ability to coordinate properly. The Engineer makes a Tech Use test, with a -40 penalty. On a failure, the ship suffers a -10 penalty to WS, BS and Intelligence tests for the rest of the battle.

3

The ship's crew are subject to vicious forces, shaking them up fiercely. The Ship takes a Toughness-20 test; on a failure, the Ship (and all pilots) is Dazed for one round.

4

Environmental protections begin to collapse. If the Ship is in space or in/under the water, take a Toughness test. On a failure, the ship gains the Blood Loss Quality (which reflects taking on water, loss of atmosphere over time etc).

5

The attack inflicts near-lethal force on the crew within. The Ship takes a Toughness-30 test; on a failure, the Ship (and all Pilots) take 1 rank of fatigue, +1 per DoF. Furthermore, pick one Pilot at random; they now take 1d10 Impact damage, ignoring AP.

6

A volatile substance- perhaps a reactor, or ammo dump- is struck and explodes, setting the ship ablaze and rupturing an armour band. The Ship catches on fire and loses 1d10 AP on the Hull.

7

The attack punches through the hull, killing crew and destroying inner mechanics, sending panic throughout the ship. All Pilots take 1d3 ranks of fatigue, and the Ship must make a Fear (4) test.

8

The very structural integrity of the ship is falling apart, and a large piece breaks off. Select one undisabled Component; the Ship now loses it (but does not take any damage to Hull from this). Furthermore, the Ship is stunned for one round.

9

The Ship collapses in on itself. The Captain may make a Command-50 test; on a success, they manage to force an Abandon Ship action in the desperately small time they have. After this, the Ship crashes into the ground and is defeated. If the Ship was in space, flying at an altitude above Ground, or in/under the water, then this is much worse! Any Pilots still remaining on the Ship are subjected to various pressures (sheer impact, the cold vacuum of space, drowning)… They must each test Toughness (or they may test a different skill, if appropriate ie. Athletics if in water). On a success, they manage to escape with only 1d5 wounds, ignoring AP. On a failure, however, they take 1d10 wounds, ignoring AP, plus 1 damage per Degree of Failure (which is doubled if in space, falling from a high altitude or being deep underwater).

10

It's the perfect disaster: the ship breaks into pieces just as all the failsafes and redundancies fail. The Ship is in danger of exploding! The hapless Captain may make a Command-70 test; on a success, they manage to force an Abandon Ship action before the worst can happen. After this, however, the ship as a 50% chance of exploding, which acts as though it were a Self Destruct action with a range of 1d3km instead. If the ship doesn't happen, then use the above rules about crashing etc, except the Pilots take a -20 penalty to their tests.